void hit(void) { say_xy("bhit.wav/22050Hz - barrel hit", 0, 380); playsound(37, 22050, 0,0,0); sp_seq(¤t_sprite, 173); wait(800); sp_pframe(¤t_sprite, 1); }
void buttonoff( void ) { sp_pframe(¤t_sprite, 1); Playsound(21,22050,0,0,0); sp_brain(&crap, 7); sp_reverse(&crap, 1); sp_seq(&crap, 200); }
void buttonon( void ) { sp_pframe(¤t_sprite, 2); Playsound(20,22050,0,0,0); &crap = create_sprite(358, 93, 0, 200, 1); sp_noclip(&crap, 1); sp_seq(&crap, 200); sp_reverse(&crap, 0); }
void main(void ) { int &mycrap = create_sprite(&save_x, &save_y, 0, 161, 1); sp_script(&mycrap, "dam-bomn"); sp_range(&mycrap, 30); sp_brain(&mycrap, 17); playsound(6, 22050, 0,0,0); sp_seq(&mycrap, 161); //sp_touch_damage(&mycrap, 10); sp_strength(&mycrap, 25); }
void die () { int r; freeze (1); sp_base_idle (1, ""); sp_brain (1, "none"); sp_seq (1, "die"); sp_frame (1, 1); sp_nohit (1, 1); wait (3000); while (1) { r = choice ("Load", "Restart", "Quit"); if (r == 1) escape.load (); else if (r == 2) restart_game (); else if (r == 3) kill_game (); } }
void die( void ) { freeze(1); &update_status = 0; int &mholdx = sp_x(1,-1); int &mholdy = sp_y(1,-1) //int &crap = create_sprite(&mholdx,&mholdy,5,436,1); sp_seq(1, 436); sp_base_idle(1, -1); wait(3000); sp_nohit(1, 1); sp_brain(1, 0); again: choice_start(); "Load a previously saved game" "Restart game" "Quit to system" choice_end(); if (&result == 1) { load(); kill_this_task(); } if (&result == 2) { sp_nohit(1, 0); restart_game(); } if (&result == 3) { kill_game(); } }
void touch( void ) { freeze(1); sp_x(1, 283); sp_y(1, 320); sp_seq(1, 452); sp_frame(1, 1); sp_nocontrol(1, 1); //dink can't move until anim is done! sp_touch_damage(¤t_sprite, 0); sp_brain(1, 0); wait(2000); script_attach(1000); fade_down(); &player_map = 198; sp_x(1, 315); sp_y(1, 375); load_screen(198); sp_brain(1, 1); draw_screen(); fade_up(); kill_this_task(); }
void click () { freeze (1); load_game (-1); // This is reached if the game didn't exist. sp_brain (g_dink, "person"); sp_base_idle (g_dink, "idle"); sp_base_walk (g_dink, "walk"); sp_timing (g_dink, 33); sp_speed (g_dink, 2); freeze (g_dink); move_stop (g_dink, 2, 400, 1); sp_dir (g_dink, 2); say_stop ("Continue?", g_dink); say_stop ("You haven't even started yet!", g_dink); say_stop ("Hmpf!", g_dink); move_stop (g_dink, 8, 350, 1); sp_y (g_dink, 350); sp_seq (g_dink, collection_code ("walk") + 3); sp_brain (g_dink, "repeat"); sp_brain (1, "pointer"); unfreeze (1); }
void hit ( void ) { //play noise int &hold = sp_editor_num(¤t_sprite); if (&hold != 0) { //this was placed by the editor, lets make the chest stay open editor_type(&hold, 4); editor_seq(&hold, 177); editor_frame(&hold, 6); //type means show this seq/frame combo as background in the future } &save_x = sp_x(¤t_sprite, -1); &save_y = sp_y(¤t_sprite, -1); external("make", "gheart"); sp_seq(¤t_sprite, 177); sp_script(¤t_sprite, ""); sp_notouch(¤t_sprite, 1); sp_nohit(¤t_sprite, 1); kill_this_task(); }
void order() { sp_brain (g_adelbrecht, "person"); sp_brain (g_dink, "person"); sp_brain (g_eggeric, "person"); sp_brain (g_machteld, "person"); freeze (g_adelbrecht); freeze (g_dink); freeze (g_eggeric); freeze (g_machteld); sp_base_walk (g_adelbrecht, "soldier"); sp_base_walk (g_dink, "walk"); sp_base_walk (g_eggeric, "merchant"); sp_base_walk (g_machteld, "bluemaiden"); sp_timing (g_dink, 33); sp_speed (g_dink, 2); move_stop (g_dink, 2, 400, 1); say_stop ("I'll do some ordering for you!", g_dink); sp_pseq (g_dink, "walk 7"); sp_pseq (g_eggeric, "merchant 1"); sp_pseq (g_machteld, "bluemaiden 1"); say_stop ("Adelbrecht, turn around!", g_dink); say_stop ("`9Allright, relax.", g_adelbrecht); sp_pseq (g_adelbrecht, "soldier 7"); sp_pseq (g_dink, "walk 9"); say_stop ("Eggeric, sit down!", g_dink); sp_brain (g_eggeric, "none"); say_stop ("`0I don't take orders from you!", g_eggeric); sp_pseq (g_dink, "walk 4"); say_stop ("Daniel, sit straight!", g_dink); sp_pseq (g_machteld, "bluemaiden 1"); say_stop ("`#Er, excuse me, Dink?", g_machteld); sp_pseq (g_dink, "walk 6"); sp_pseq (g_adelbrecht, "soldier 3"); say_stop ("Yes, dear?", g_dink); sp_pseq (g_eggeric, "merchant 3"); say_stop ("`#I think 'ordering' is about buying this game.", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("Buying?", g_dink); say_stop ("You mean it's not free?", g_dink); sp_pseq (g_eggeric, "merchant 3"); say_stop ("`#I think so...", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("No way!", g_dink); say_stop ("Don't you know who wrote this?", g_dink); say_stop ("Bas Wijnen, [email protected]!", g_dink); say_stop ("`9I thought it was shevek", g_adelbrecht); sp_pseq (g_dink, "walk 7"); say_stop ("That's his nickname.", g_dink); say_stop ("`9Oh, right. Sorry.", g_adelbrecht); sp_pseq (g_dink, "walk 6"); say_stop ("He's a free software freak!", g_dink); say_stop ("Anything he writes is free and open source.", g_dink); sp_pseq (g_eggeric, "merchant 3"); say_stop ("`#But why did he put this button in then?", g_machteld); say_stop ("`#I'm sure he doesn't want you to give orders.", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("No, that's true.", g_dink); say_stop ("I suppose he just used all the available buttons", g_dink); say_stop ("His editor doesn't support custom artwork yet, you know.", g_dink); sp_pseq (g_eggeric, "merchant 3"); say_stop ("`#Oh, really?", g_machteld); say_stop ("`#He should fix that.", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("Indeed.", g_dink); say_stop ("`0Hey you, with the ugly clothes!", g_eggeric); sp_pseq (g_dink, "walk 9"); say_stop ("Are you talking to me?", g_dink); say_stop ("`0You bet I am!", g_eggeric); say_stop ("`0Are you done talking to my wife?", g_eggeric); say_stop ("`0Why are you called Dink, and the king Daniel?", g_eggeric); say_stop ("`0And why is my wife called Machteld?", g_eggeric); say_stop ("Of course the king really should be called emperor Karel", g_dink); say_stop ("Or Charlemagne in English.", g_dink); say_stop ("And I should be called Elegast.", g_dink); say_stop ("Or Elbegast in English.", g_dink); say_stop ("But then faithful Dink-players would get confused.", g_dink); say_stop ("Now Machteld is a different story.", g_dink); say_stop ("She doesn't have a name in the original story.", g_dink); say_stop ("But this game is made in honour of her birthday.", g_dink); say_stop ("`3You told me it was to test your dmod builder!", g_daniel); sp_pseq (g_dink, "walk 4"); say_stop ("Yes, that too.", g_dink); sp_pseq (g_adelbrecht, "soldier 1"); say_stop ("`#What?", g_machteld); sp_pseq (g_adelbrecht, "soldier 3"); sp_pseq (g_eggeric, "merchant 3"); sp_pseq (g_dink, "walk 6"); say_stop ("`#But I thought it was for me!", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("It is!", g_dink); sp_pseq (g_eggeric, "merchant 3"); say_stop ("`#Pff, you just say that!", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("No, really!", g_dink); say_stop ("Oh, forget it!", g_dink); move_stop (g_dink, 8, 350, 1); sp_y (g_dink, 350); sp_brain (g_dink, "repeat"); sp_seq (g_dink, "walk 3"); sp_pseq (g_adelbrecht, "soldier 3"); sp_brain (g_adelbrecht, "repeat"); sp_pseq (g_eggeric, "merchant 3"); sp_brain (g_eggeric, "repeat"); sp_pseq (g_machteld, "bluemaiden 3"); sp_brain (g_machteld, "repeat"); }
void main( void ) { //playsound(43, 22050,0,0,0); &s4-duck = 2; &story = 11; freeze(1); //cutscene //create man int &man = create_sprite(290, 460, 0, 0, 0); sp_base_walk(&man, 380); sp_speed(&man, 1); sp_timing(&man, 33); preload_seq(381); preload_seq(383); preload_seq(387); preload_seq(389); //create little girl int &girl = create_sprite(290, 460, 0, 0, 0); sp_base_walk(&girl, 250); sp_speed(&girl, 1); sp_timing(&girl, 33); preload_seq(251); preload_seq(253); preload_seq(257); preload_seq(259); int &junk = sp_y(1, -1); if (&junk < 220) sp_dir(1, 2); say("`0Hurry up, Kelly!", &man); move_stop(&man, 8, 430, 1); move_stop(&man, 9, 380, 1); say_stop("`0This is gonna be so great and...", &man); wait(250); say_stop("`0WHAT THE!?!?!", &man); sp_pseq(&man,387); sp_pframe(&man,1); sp_seq(&man,0); wait(250); sp_pseq(&man,381); sp_pframe(&man,1); sp_seq(&man,0); say_stop("Uh oh.", 1); wait(250); sp_pseq(&man,383); sp_pframe(&man,1); sp_seq(&man,0); wait(250); sp_pseq(&man,389); sp_pframe(&man,1); sp_seq(&man,0); say_stop("`0NO!!!!!", &man); move_stop(&girl, 9, 350, 1); move_stop(&girl, 7, 280, 1); say_stop("`#Daddy, what happened?", &girl); wait(250); say_stop("`0GUARDS!!!!!!!", &man); wait(250); say_stop("`0HELP!", &man); wait(250); say_stop("`0THIS GUY KILLED THE BLESSED FOWL!", &man); wait(250); int &guard = create_sprite(290, 460, 0, 0, 0); sp_base_walk(&guard, 290); sp_speed(&guard, 1); sp_timing(&guard, 33); preload_seq(291); preload_seq(293); preload_seq(297); preload_seq(299); move_stop(&guard, 8, 380, 1); say_stop("`5I MUST AVENGE THE WINGED GODDESS!", &guard); wait(300); say_stop("`0Kelly, what are you doing?", &man); wait(300); say_stop("`#I'm eating.", &girl); wait(300); move_stop(&guard, 9, 330, 1); say_stop("`5Sir, your daughter is eating our god.", &guard); wait(300); say_stop("`5I guess we have to kill her too.", &guard); wait(300); say_stop("`#This meat.. tastes good!", &girl); wait(300); say_stop("`0Wait..isn't it all raw and such?", &man); wait(300); say_stop("`5I guess one piece won't hurt...", &guard); wait(1000); say_stop("`5IT TASTES GREAT!", &guard); say_stop("`0LESS FILLING TOO!", &man); wait(300); say_stop("`5Dink, you magically changed our supreme beings into food!", &guard); wait(300); say_stop("No.. there is a perfect explanation, you see, the friction seemed to cook and...", 1); wait(300); say_stop("`0Who cares about that!", &man); wait(300); say_stop("`5Dink is a hero! WE MUST GO TELL THE OTHERS!", &guard); unfreeze(1); move(&guard, 1, 300, 1); move_stop(&man, 4, 300, 1); move(&guard, 2, 480, 1); move_stop(&man, 2, 480, 1); move_stop(&girl, 3, 310, 1); say_stop("`#Bye, Dink.", &girl); move_stop(&girl, 2, 470, 1); }
void main( void ) { if (&caveguy == 5) { script_attach(1000); //preload_seq(740); <-- for sucking. preload_seq(375); preload_seq(168); int &junk; int &dude; int &evil; int &evil2; int &evil3; freeze(1); &dude = create_sprite(551, 157, 0, 0, 0); sp_brain(&dude, 0); sp_base_walk(&dude, 370); sp_speed(&dude, 2); sp_timing(&dude, 0); //set starting pic sp_pseq(&dude, 371); sp_pframe(&dude, 1); //Now EVIL &evil = create_sprite(-20, 130, 0, 0, 0); sp_brain(&evil, 0); sp_base_walk(&evil, 300); sp_speed(&evil, 1); sp_timing(&evil, 0); //set starting pic sp_pseq(&evil, 303); sp_pframe(&evil, 1); //Now EVIL's friend &evil2 = create_sprite(-20, 210, 0, 0, 0); sp_brain(&evil2, 0); sp_base_walk(&evil2, 300); sp_speed(&evil2, 1); sp_timing(&evil2, 0); //set starting pic sp_pseq(&evil2, 303); sp_pframe(&evil2, 1); //And the third EVIL &evil3 = create_sprite(300, 470, 0, 0, 0); sp_brain(&evil3, 0); sp_base_walk(&evil3, 300); sp_speed(&evil3, 1); sp_timing(&evil3, 0); //set starting pic sp_pseq(&evil3, 307); sp_pframe(&evil3, 1); Playmidi("1004.mid"); say_stop("`5Ok, let's get going before they come.", &dude); wait(500); say_stop("`5This way.", &dude); move(&dude, 4, 500, 1); wait(50); move(1, 4, 550, 1); wait(150); say("`4Not so fast.", &evil); move(&evil, 6, 100, 1); wait(850); move(&evil3, 8, 380, 1); move_stop(&evil2, 6, 67, 1); say_stop("`4We have a small matter to discuss with your friend.", &evil); say("`4Hahahaaahaha", &evil); say("`4Haha ha ha", &evil2); say_stop("`4Ha ha haaa", &evil3); wait(800); sp_dir(&dude, 3); say_stop("`5It's okay Dink, I can take 'em.", &dude); wait(250); say("`5Allright.", &dude); move_stop(&dude, 4, 400, 1); sp_dir(&dude, 1); say_stop("`5Which one of you is first?", &dude); wait(250); say("`4Haha ha ha", &evil2); wait(500); say_stop("`4Ha ha haaa", &evil3); wait(500); say_stop("`4I am!!", &evil); move_stop(&evil, 2, 157, 1); move_stop(&evil, 6, 170, 1); wait(500); //say("`4I'm attacking now...", &evil); &junk = create_sprite(240, 157, 11, 506, 1); sp_seq(&junk, 506); sp_dir(&junk, 6); sp_speed(&junk, 6); sp_flying(&junk, 1); wait(390); sp_active(&junk, 0); &junk = create_sprite(390, 157, 7, 168, 1); sp_seq(&junk, 168); sp_pseq(&dude, 375); sp_pframe(&dude, 1); say_stop("`5Ahhhhhh!", &dude); wait(50); sp_active(&junk, 0); //Kill guy too say("Noooo!!", 1); move(1, 4, 450, 1); wait(500); say("`4Haha ha ha", &evil2); say_stop("`4Ha ha haaa", &evil3); wait(500); say_stop("`4Our work is done here.", &evil); wait(500); say_stop("`4You may live, if you forget all that you've seen here.", &evil); wait(250); say_stop("Forget ...", 1); wait(500); say_stop("I'll forget allright.", 1); wait(250); move(&evil, 4, -20, 1); wait(360); move(&evil2, 4, -20, 1); move_stop(&evil3, 4, 180, 1); move_stop(&evil3, 2, 470, 1); sp_active(&evil, 0); sp_active(&evil2, 0); sp_active(&evil3, 0); wait(250); say_stop("Forget to remove my foot from your ASS!!", 1); wait(500); say_stop("Are you okay?", 1); wait(500); say_stop("`5I just got hit by a fireball", &dude); wait(500); say_stop("`5I'm going to die!", &dude); wait(250); say_stop("I'm sorry I wasn't fast enough.", 1); wait(500); say_stop("`5It's not your fault", &dude); wait(500); say_stop("`5Just .. just be careful... also, take this...", &dude); wait(500); say_stop("Alright.. what is it?", 1); wait(500); say_stop("`5The Mordavia scroll. It contains magic I needed to...", &dude); say_stop("`5Ahhhhhh.", &dude); wait(1000); say_stop("Ah man...", 1); sp_active(&dude, 0); &caveguy = 6; add_magic("item-p1", 438,14); &story = 7; unfreeze(1); //Fade fade_down(); fill_screen(0); //move Dink &player_map = 625; sp_x(1, 268); sp_y(1, 173); sp_dir(1, 8); load_screen(); draw_screen(); draw_status(); fade_up(); kill_this_task(); } }